Level 16 - Let Sleeping Dust Lie

Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point: North Side Meridia under the water, in the Vale of Twilight. Pic of Route from Meridia
Prereqs: none
Recommended Party: A few disarmable traps. More destruction/finger spells means easier to get extra loot.
Base Experience: 7,433
Quest Info:
--Creatures: Ogres, Ogre magi, Dust Mephits, Twilight Rats, Twilight Bats, Rakshasa, Crimson Foot Spiders
--Traps: Spike Traps - Disarmable/Avoidable

Walkthrough:


To start this one off, be sure to have some method of underwater breaths, or be a warforged. A short swim is required to get you down into the Spider Lair. The nooks and crannies can be a little difficult to navigate during this swim. I recommend using mouselook mode for the swim. The easiest way to avoid wrong turns and gettin turned about, is to keep going down, and corkscrew to the left when given the opportunity. This will lead you to the entrance to the spider tunnels, where and agent of the Twelve awaits you to ask your help in finding the missing agents.

One thing you don't know yet from the quest information, but you may want the spoiler on, is that the Spiders are being coerced to work for the ogres. If you manage to avoid killing any spiders, you will receive a bonus chest at the end. Additionally, if you manage to kill every ogre magi in the tunnels, you can receive another bonus chest. The spiders in the area of their ogre taskmasters will stop attacking if you kill the nearby ogres. (Reminiscent of Slavers of the Shrieking Mines.) For this reason, Melee's will want to be extra careful, and casters/clerics with insta-kill spells are very nice... if they target carefully.

Head into the tunnels, and begin you search. What you are actually looking for is the Journal of the now-deceased agent. The path will lead you to the main chamber, along the way you will pass a rectangular room. This room is one of the 6 possible spawn points for the first journal. Check there and then head to the center chamber. From the center chamber there are 6 routes you can take to look for the first book. We usually will clear either the NW or SW routes first, as these routes will clear part of the way towards the first shrine.

Once you find the book in one of the 6 possible spawn points, pick it up. This will trigger 2 things. First, the quest objectives panel will change to include the failure note Kill no more than 5 Crimsonfoot Spiders, killing spiders at this point is, obviously, bad. The second thing triggered is an orange-named Ogre Magi with the 1st key will spawn somewhere in the lower tunnels. It seems his spawn location is random, and sometimes it can take a few minutes before he spawns. Search him out and kill him to get the key to access the upper levels.

Using The 1st key, choose any of the 6 paths to search the upper levels for a 2nd journal. Some of the paths will connect to each other. NW and SW connect. S and SE connect. N and NE connect. At each of the connection points in the upper portion of the main chamber, is 1 of the 3 possible spawn points for the 2nd book. at the central point of the NW/SW tunnels is also the first shrine, so you may want to make that your first check.

Once you find the 2nd book, it will trigger another named Ogre Magi to spawn from the Southern Tunnels. he will be holding the key to the Queens Prison, in the central chamber. Kill him and unlock the queens cell.

Moving into the Queens cell will start the Protect the Queen portion of the quest. The queen will charge in to help, as many ogres begin filling the halls to attack you. She is sturdy, but buff her up and keep an eye on her as you kill off the attacking ogre mob. After a few waves of ogres, the red named Rakshasa, Kkomglol (I am not kidding, that's his name), will attack. Kill him to save the queen and advance to the next part of the quest. This also unlocks the chest by the shrine inside the queen's cell.

Grab your loot, shrine up if ya want it, and head back to the main chamber, where the weak part of the floor has fallen out during your fight. Drop down, rogue first if you have one, and watch out for the spikes. (there is a lever you can hit if you want to to open the gate behind you back into the main chamber.) There are a couple more spike traps as you progress through the remaining Rakshasa and ogres. take them out and keep an eye out for the named Rakshasa carrying the 3rd key. He has 3 possible spawn points in these lower tunnels. Once you have the key, head into the final room. Clear it out of all the chumps, then set up for the final fight before you lower the barriers and release the badguys. The runewheel combo, as shown on the map, is Red: double cross, Orange: backwards "F", Blue: "H". Watch out for the 4 spiders behind the barrier mixed in with the other badguys.

Acid Fog and Solid Fog are nice to slow things up a bit. Spiders are immune to acid. Our usual tactic is to use Flesh to Stone on the Spiders, pick off the minions with Finger and Destruct, then pull the Rednamed out of the room, or behind the back towards the treasure room, where we can unload on him without worrying about spiders getting in the way of Line of Sight spells. Recommend not using persistent damage spells like Wall of Fire and Blade Barrier, though, because a spider may save and wander over.

now head into the treasure chamber. depending on your optionals completed you will have one, two or three chests!

The main loot chest will drop the Shavarath Stone of Strategy, this is needed to flag for the Shroud raid, and is a material component for greensteel items. It also has a chance to drop greensteel materials: Locust Husk or Chipmunk Funk.


End Reward: Standard Loot Choice. Reward giver, Taaniel Badhri, is located in the Meridia Bar.

Obtained From:  http://forums.ddo.com/showpost.php?p=1632804&postcount=222